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1

Strong, Gary W. "Real and virtual environments, real and virtual memory". Behavioral and Brain Sciences 20, nr 4 (grudzień 1997): 756–57. http://dx.doi.org/10.1017/s0140525x97401619.

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What is encoded in working memory may be a content-addressable pointer, but a critical portion of the information that is addressed includes the motor information to achieve deictic reference in the environment. Additionally, the same strategy that is used to access environment information just in time for its use may also be used to access long-term memory via the pre-frontal cortex.
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Fröhlich, Bernd, Gernoth Grunst, Wolfgang Krüger i Gerold Wesche. "The Responsive Workbench: A virtual working environment for physicians". Computers in Biology and Medicine 25, nr 2 (marzec 1995): 301–8. http://dx.doi.org/10.1016/0010-4825(94)00007-d.

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Zuofa, Tarila, i Edward G. Ochieng. "Working separately but together: appraising virtual project team challenges". Team Performance Management: An International Journal 23, nr 5/6 (15.08.2017): 227–42. http://dx.doi.org/10.1108/tpm-06-2016-0030.

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Purpose This paper aims to extend the extant knowledge on virtual teams by examining the challenges of virtual project teams in organisations in Nigeria. Design/methodology/approach Data were collected through semi-structured interviews. Totally, 20 interviews were recorded, transcribed and analysed. Validity and reliability were achieved by first assessing the plausibility in terms of already existing knowledge on some of the virtual project team issues identified by participants. Findings The findings from this study confirmed the growing relevance of virtual project teams in highly competitive global business environments. It emerged that some of the challenges identified in the study had some level of congruence with those previously identified from similar studies from other geographical locations. The findings also suggested that challenges in virtual project teams can be linked to the organisation, the project team and the virtual environment or even a combination of all. Practical implications The present study corroborates the position that managing virtual project teams requires additional efforts to attain their objectives through effective communications and the adoption of appropriate technology. Originality/value The originality of this study lies in its exploration of virtual project team challenges in a sub-Saharan Africa country (Nigeria). By identifying the challenges associated with virtual project teams, stakeholders will be better able to successfully establish and manage virtual project teams better.
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Vercueil, Megan, i Angelo Nicolaides. "Leadership in a Virtual Working World: A Review". ATHENS JOURNAL OF LAW 7, nr 4 (30.09.2021): 437–62. http://dx.doi.org/10.30958/ajl.7-4-1.

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Understanding how the function of leading in a virtual cloud environment is becoming critical as organisations are increasingly forced to use dispersed teams to continue business operations in the “un-usual” current economy. This paper shares some findings of a study titled “A select bouquet of leadership practices advancing good governance and business ethics: A conceptual framework” undertaken in the pursuit of a doctoral degree submission. These findings can inform leaders by providing academic knowledge on the subject. Furthermore, it can support the enterprise leadership environment in transitioning from a physical to a cloud-based proximity which, because of the COVID-19 pandemic, must and is happening relatively fast. Keywords: COVID-19; communication; empathy vision; trust; Leadership; humility; people; profit.
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Bystrom, Karl-Erik, i Woodrow Barfield. "Collaborative Task Performance for Learning Using a Virtual Environment". Presence: Teleoperators and Virtual Environments 8, nr 4 (sierpień 1999): 435–48. http://dx.doi.org/10.1162/105474699566323.

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This paper describes a study on the sense of presence and task performance in a virtual environment as affected by copresence (one subject working alone versus two subjects working as partners), level of control (control of movement and control of navigation through the virtual environment), and head tracking. Twenty subjects navigated through six versions of a virtual environment and were asked to identify changes in locations of objects within the environment. After each trial, subjects completed a questionnaire designed to assess their level of presence within the virtual environment. Results indicated that collaboration did not increase the sense of presence in the virtual environment, but did improve the quality of the experience in the virtual environment. Level of control did not affect the sense of presence, but subjects did prefer to control both movement and navigation. Head tracking did not affect the sense of presence, but did contribute to the spatial realism of the virtual environment. Task performance was affected by the presence of another individual, by head tracking, and by level of control, with subjects performing significantly more poorly when they were both alone and without control and head tracking. In addition, a factor analysis indicated that questions designed to assess the subjects' experience in the virtual environment could be grouped into three factors: (1) presence in the virtual environment, (2) quality of the virtual environment, and (3) task difficulty.
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Song, Young Eun, Peter Kovacs, Mihoko Niitsuma i Hideki Hashimoto. "Spatial Memory for Augmented Personal Working Environments". Journal of Advanced Computational Intelligence and Intelligent Informatics 16, nr 2 (20.03.2012): 349–57. http://dx.doi.org/10.20965/jaciii.2012.p0349.

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Augmented Personal Working Environments (APWEs) are 3D environments in which the physical surroundings of the user are overlaid with representations of a virtual reality. With the rapid technological evolution of personal informatics devices as well as a growing demand for more comfortable and efficient working environments, the partial virtualization of resources used in our everyday work settings is expected to gradually become inevitable. Irrespective of whether someone is working in an office environment or in industrial settings, this trend in virtualization is expected to lead to more collaborative working environments in which the available resources and the interfaces for dealing with those resources can be both physical and virtual in nature. SpatialMemory, which is a memory system embedded in 3-dimensional physical reality, may without doubt be a central subsystem of future APWEs. In this paper, our goal is to contribute to the development of a theoretical background for Spatial Memory from a cognitive infocommunications perspective, and to outline the future research directions of Spatial Memory in APWEs based on some key applications.
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Sergeev, Alexey, Victor Titov i Igor Shardyko. "Induced virtual environment for control of a manipulator designed for working with radioactive materials". Robotics and Technical Cybernetics 9, nr 1 (31.03.2021): 32–41. http://dx.doi.org/10.31776/rtcj.9104.

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This article discusses the control issues of a robotic arm for a hot cell based on the induced virtual reality methodology. A human-machine interface based on the virtual reality is presented, comprising a set of interactive features, designed to construct trajectories, along which the end effector of the arm should move. The prospects of computer vision are further considered as means that update the virtual environment state. An experiment to compare two approaches designed to control the robotic arm in virtual environment was carried out.
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Wang, Cheng Jiong. "The Design and Realization of Virtual Editing Environment for News Release". Advanced Materials Research 989-994 (lipiec 2014): 4665–68. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.4665.

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. As the development of modern information technology, the digitization, mobilization and networking of working environment have become the general trend, directly from which the virtual editing environment cooperatively supported by the computer comes. The realization of mobile officing and home officing through VIEW makes the editing of news agencies virtual and links news gathering and editing with network to fully enhance the efficiency of news publishing and provide better working environment for editors and reporters.
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Maitakov, F. G., A. A. Merkulov, E. V. Petrenko i A. Y. Yafasov. "TECHNOLOGY OF VIRTUAL WORKING ENVIRONMENT SYNTHESIS FOR HETEROGENEOUS TERRITORIALLY DISTRIBUTED TEAMS". Vestnik of Ryazan State Radio Engineering University 62 (2017): 95–103. http://dx.doi.org/10.21667/1995-4565-2017-62-4-95-103.

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Ki, Jae-Sug. "Interactive training simulator for aerial working platform in a virtual environment". Computer Applications in Engineering Education 19, nr 4 (18.05.2009): 733–38. http://dx.doi.org/10.1002/cae.20358.

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Karovič, Vincent, Jakub Bartaloš, Vincent Karovič i Michal Greguš. "Enterprise environment modeling for penetration testing on the OpenStack virtualization platform". Journal of Global Business Insights 6, nr 2 (grudzień 2021): 117–40. http://dx.doi.org/10.5038/2640-6489.6.2.1152.

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The article presents the design of a model environment for penetration testing of an organization using virtualization. The need for this model was based on the constantly increasing requirements for the security of information systems, both in legal terms and in accordance with international security standards. The model was created based on a specific team from the unnamed company. The virtual working environment offered the same functions as the physical environment. The virtual working environment was created in OpenStack and tested with a Linux distribution Kali Linux. We demonstrated that the virtual environment is functional and its security testable. Virtualizing the work environment simplified the organization’s security testing, increased resource efficiency, and reduced the total cost of ownership of certain devices.
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12

Slater, Mel, i Sylvia Wilbur. "A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments". Presence: Teleoperators and Virtual Environments 6, nr 6 (grudzień 1997): 603–16. http://dx.doi.org/10.1162/pres.1997.6.6.603.

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This paper reviews the concepts of immersion and presence in virtual environments (VEs). We propose that the degree of immersion can be objectively assessed as the characteristics of a technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of virtual environment to a participant. Other dimensions of immersion are concerned with the extent of body matching, and the extent to which there is a self-contained plot in which the participant can act and in which there is an autonomous response. Presence is a state of consciousness that may be concomitant with immersion, and is related to a sense of being in a place. Presence governs aspects of autonomie responses and higher-level behaviors of a participant in a VE. The paper considers single and multiparticipant shared environments, and draws on the experience of ComputerSupported Cooperative Working (CSCW) research as a guide to understanding presence in shared environments. The paper finally outlines the aims of the FIVE Working Group, and the 1995 FIVE Conference in London, UK.
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Dudysheva, Elena V., i Olga V. Solnyshkova. "Hybrid environments for training engineering students the basics of working with geodetic equipment". RUDN Journal of Informatization in Education 17, nr 2 (15.12.2020): 94–106. http://dx.doi.org/10.22363/2312-8631-2020-17-2-94-106.

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Problem and goal. The article describes an approach to solving the actual problem of identifying effective and approved by students blended learning tools in the initial stages of working with equipment for engineering education courses. The goal of the research was to study the applicability of hybrid environments of simplified configuration for learning work with geodetic equipment based on interactive virtual educational tools and students' mobile devices in the Novosibirsk State University of Architecture and Civil Engineering (Sibstrin). Methodology. A variant of hybrid laboratories with a virtual component and a variable (on-site or mobile) physical component is quite new for pedagogical research. The physical component is important when learning geodetic equipment since stationary devices are studied at university laboratories when portable analogs are used in real geodetic practice. The virtual component of a hybrid environment during initial work with engineering equipment can be represented by a set of multimedia educational tools that simulate the operation of engineering instruments and devices with a high degree of interactivity which available on one online platform for a specific engineering course. Results. The study found that the presented configuration of the hybrid environment is effectively applicable for initial work with geodetic equipment and is approved by students both during laboratory work in an on-site stationary laboratory, as well when using portable equipment and mobile devices in geodetic practice. Conclusion. For the initial stages of training students for working with geodetic equipment, a hybrid learning environment configuration is proposed based on interactive virtual educational tools and mobile devices which is an affordable and functional solution for engineering universities. Virtual e-learning tools can be accumulated on the site with online support for a separate engineering course and supplemented by means of distance interaction and cooperation of the lecturer and students. The hybrid environment can be used for initial training when working in a stationary laboratory or for conducting a professional business game or individual practical tasks on the ground with portable geodetic equipment.
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14

Turdybek, A. A., i A. A. Abdildaeva. "USING OF VIRTUAL INTERACTIVE ENVIRONMENT IN COMPUTER SCIENCE". BULLETIN Series of Physics & Mathematical Sciences 73, nr 1 (29.03.2021): 203–10. http://dx.doi.org/10.51889/2021-1.1728-7901.30.

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We will conduct a practical and theoretical analysis of the virtual learning environment in computer science. Consider the goals and objectives of the study and analyze the effectiveness of training programs. We also discuss topical issues of "virtual technologies”," virtual interactive learning environment” and "online learning platform", etc. The scientific relevance of the work is due to the fact that modern technologies and virtual life affect children. Under the influence of globalization and informatization, new interactive approaches to teaching computer science have emerged. And virtual technologies are one of these ways. Virtual teaching in the country is not outdated. It is obvious that in the future, specialists working in this direction will need methodological guidance. After analyzing the results of the research work, I propose a manual for teachers. That is, to determine the practical significance of the research work and formulate rules for organizing and implementing a virtual interactive environment. In this project, we will look at ways to use and organize interactive computer technologies. Keywords: computer science, learning platform, educational process, IT technologies, virtual environment, programming languages, interactive learning.
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Shrivastava, Shweta, i Kavita Singh. "Workplace deviance in the virtual workspace". Strategic HR Review 20, nr 3 (10.06.2021): 74–77. http://dx.doi.org/10.1108/shr-09-2020-0083.

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Purpose This paper aims to discuss ways in which working in the virtual space can give rise to negative norm violating behaviours of employees in organizations. Further, it describes some of the measures that can be taken by organizations to manage such behaviour such that organizational and individual goals are met. Design/methodology/approach This paper discusses the impact and importance of managing deviant behaviour of employees. Using relevant examples procured from secondary sources, this paper further provides a glance at how organizations can minimize such behaviour and maintain a productive and supportive work environment. Findings In today’s scenario when remote working has become a norm, organizations can prevent employees from engaging in deviant behaviour by providing supportive work environment, recalibrating their policies as per the situation and by adopting a top-down approach of communication. Originality/value This paper aims to provide a glance at the people-related challenges that the shift to virtual working may have given rise to. It provides measures that organizations can adopt to keep their employees focussed and prevent them from engaging in deviant behaviours.
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Li, Zhuofeng. "Education Advisors’ Experiences of Stress and Coping in the Virtual Working Environment". Journal of Psychology and Behavior Studies 2, nr 2 (10.12.2022): 37–48. http://dx.doi.org/10.32996/jpbs.2022.2.6.

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During the CoVID-19 pandemic, most educational advisors were forced to work from home. Continuous stress may lay negative impacts on educators’ work performance and psychological state (Hughes et al., 2019). However, there are no studies on stress whilst working virtually for educational advisors during the CoVID-19. Therefore, understanding stress in the lockdown environment is important to support them in coping. A qualitative study using semi-structured interviews was conducted. Following snowball sampling, 12 interviews were conducted (Male=7, Female=5, Mage=31.74) from the UK and China. The six phases of thematic analysis were employed to analyze the data. The interviews identified the sources of educational advisors’ stress from colleagues, clients, families and personal environment that laid negative consequences on their work and life, such as ineffective work, anxiety and low mood, etc. A series of problem-focused and emotion-focused coping strategies, such as boundary management, were raised for them to cope. Underpinned by Lazarus and Folkman’s (1984) Transactional Model of Stress and Coping, the findings highlighted the educational advisors’ stress experiences and raised practical coping strategies at personal, organizational and family levels to defend against their stresses whilst working virtually.
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Wang, Ying Jian. "Computer Virtual Simulation System of High-Voltage Live Working Robot". Applied Mechanics and Materials 339 (lipiec 2013): 69–73. http://dx.doi.org/10.4028/www.scientific.net/amm.339.69.

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The high-voltage live working robot is a special-type robot developed recently and has a huge potential for development due to the complexity and diversity of tasks as well as the demanding and dangerous operating environment. The application of virtual reality technology in the robot field enables the complex movements to be reproduced in the virtual simulation system, which could either test the rationality of robots structural design, or train the operators. To solve this problem, the 3D simulation system of high-voltage live working robot is designed and developed to provide a virtual research platform for the R & D personnel to study robot manipulator motion as well as the virtual training platform for robot operators.
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Zhou, Dong, Zhi Qi Guo, Mei Hui Wang i Chuan Lv. "Human Factors Assessment Based on the Technology of Human Motion Capturing". Applied Mechanics and Materials 44-47 (grudzień 2010): 532–36. http://dx.doi.org/10.4028/www.scientific.net/amm.44-47.532.

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We aim to combine the technology of capturing human motion and the technology of virtual reality to carry on assessment of human factors. The unique point in this method is that not only the reliable data of the maintenance worker can be gained, but also the quantitative analytic result based on the virtual environment can be obtained. In the paper, human motion capture technology, ergonomics evaluation and the interface technology have been considered comprehensively. overall technical program of human factors evaluation, which is based on human motion capturing technology, have been carried on; the technology, which include the captured data of human motion translating into the virtual environment, building the virtual human model and virtual human simulation, both based on captured data in the working site, are taken as innovations; replicable technology of the captured data in the virtual environment have been broken through. Carrying on the quantitative analysis of worker working postures, fatigue and human force and torque in the maintenance process, which is based on the technology of human factors evaluation by using the captured data in the working site, is researched. We have verified the feasibility of this technology through an example. The method provides a new way and operational technology for human factors assessment in maintenance process of aviation equipment.
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Touloudi, Evlalia, Mary Hassandra, Evangelos Galanis, Marios Goudas i Yannis Theodorakis. "Applicability of an Immersive Virtual Reality Exercise Training System for Office Workers during Working Hours". Sports 10, nr 7 (29.06.2022): 104. http://dx.doi.org/10.3390/sports10070104.

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Virtual reality is a computer-generated simulation of a real or imaginary three-dimensional environment that has entered our lives, particularly for gaming. Lately, it has been permeating into many aspects of our everyday life, such as exercise. It is important to ascertain whether exercise in an immersive virtual reality environment can be accepted from employees and lead to positive outcomes for them. The aim of this exploratory study was to examine the acceptance, future adoption, interest/enjoyment and usability of an immersive virtual reality system for exercise training by office workers during breaks within their working hours. A total of 40 female employees participated in the study with a mean age of 42.58 years (SD 10.77). Participants were requested to complete two sequential 15-min dual task cycling sessions corresponding to two experimental conditions. The first, condition A, involved cycling in a virtual environment, wearing a virtual reality head mounted display, and responding to cognitive tasks by answering multiple choice questions—on a screen, using a joystick. The second, condition B, involved cycling on a static bicycle and simultaneously responding to cognitive tasks by answering multiple choice questions in a real environment. After completion of the two conditions, participants responded to a series of scales regarding each of the experimental conditions and to a semi-structured interview. The results showed that participants noted a significant preference for the immersive virtual reality exercise, condition A, compared to condition B (bike only); and their acceptance, interest/enjoyment, usability and intention for future use were high. The qualitative data showed increased intention for future use, feelings of control and presence and most of the participants did not encounter any difficulties or require extra help to understand the immersive virtual reality system. Overall, exercising during working hours with an immersive virtual reality exercise system was well perceived by office workers and applicable. However, the effects of the immersive virtual reality training system on physical and mental health and the employees’ adherence to the exercise program should be tested with a longer intervention program.
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Chen, Hai Hong, i Jian Ping Zi. "The Application of Virtual Prototyping Technology in the Kinematic Analysis of Hydraulic Excavator Working Device". Advanced Materials Research 538-541 (czerwiec 2012): 3235–39. http://dx.doi.org/10.4028/www.scientific.net/amr.538-541.3235.

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Three-dimensional software Solidworks and ADAMS were combined together to establish the virtual prototyping model of hydraulic excavator working device in this paper. Various real typical working conditions of excavators were simulated in the virtual environment, then kinematic simulation analysis was conducted, and the main mining parameters in different conditions were given, the results provide a basis for the design of excavator working device.
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Onete, Cristian Bogdan, Sandra Diana Chiţa, Irina Albăstroiu i Teodora Liliana Andrei. "Leading teams in virtual environment during COVID-19 crisis". Proceedings of the International Conference on Business Excellence 15, nr 1 (1.12.2021): 328–37. http://dx.doi.org/10.2478/picbe-2021-0031.

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Abstract Team coordinators are prepared to manage multiple situations such as misunderstanding, conflicts, different levels of engagement and they are usually willing to take risks while accepting a leading position. Yet, not all of them are prepared for crisis such as COVID-19 pandemic. The way they communicate with their teams in this type of periods is essential to ensure continuity and establish organizational trust (Guzzo et al, 2021). In this context, many corporations had to face a new challenge: working mostly or even entirely from home. Employees as well as managers switched to virtual meetings, the concept of a team has suffered modifications and virtual meetings replaced all face-to-face interactions. Leaders had to adapt and learn how to improve their skills to engage with their teams and to ensure performance. The purpose of our study is to see what specific activities were implemented within teams while working from home, what is the perception leaders have about team performance and to find out if this context has diminished their level of control. Data for this paper are gathered using in-depth interviews with team leaders/coordinators/managers from different corporations installed in Bucharest, Romania. The results show that the performance has increased, the teams and coordinators showed a great adaptability, and their level of trust has improved. Recommendations are put forward for teams to consider creating a better balance between their personal and professional lives and to find new ways of socializing at work from time to time on other topics that the business-related ones.
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Yarberry, Shana, i Cynthia Sims. "The Impact of COVID-19-Prompted Virtual/Remote Work Environments on Employees’ Career Development: Social Learning Theory, Belongingness, and Self-Empowerment". Advances in Developing Human Resources 23, nr 3 (21.05.2021): 237–52. http://dx.doi.org/10.1177/15234223211017850.

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The Problem The COVID-19 pandemic caused many workers to move from brick and mortar buildings to virtual/remote environments. This created situations in which workers were forced to not only work virtually, but to work alone. The lack of physical contact with others has the potential to stifle efforts to remain engaged and consequently impede career development and progress. The Solution Virtual mentoring is essential for providing emotional support, creating opportunities for dialogue, helping employees discover a balance between work and life, implementing a reward system, and enhancing an overall sense of well-being and belongingness for employees working in virtual/remote environments. Self-efficacy, a component of social learning theory, is a useful concept to study virtual/remote workers who often become self-empowered and rely on their own cognitive abilities to perform in a virtual/remote environment to ensure successful career outcomes. The Stakeholders HRD professionals, managers, supervisors, and others involved in ensuring that workers are engaged, supported, and continuously building skills while working virtually.
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Steele, Patricia, Elizabeth Johnston, Andrew Lawlor, Cassandra Smith i Sonja Lamppa. "Arts-Based Instructional and Curricular Strategies for Working With Virtual Educational Applications". Journal of Educational Technology Systems 47, nr 3 (3.10.2018): 411–32. http://dx.doi.org/10.1177/0047239518803286.

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In the 21st century, easy access to visually rich, immersive, student-centered, virtual applications could augment or replace text-based learning. However, the new developments are offset by the lack of insight into pedagogies needed to guide educators through a visual learning environment. The purpose of this directed content analysis was to provide an awareness about opportunities for learning cognitive and creative thinking skills in virtual applications. Analysis showed opportunities to develop one or more skills in 34 selected virtual educational apps. Educators in many subjects could apply insights from the conclusions and recommendations for using virtual applications within established curricula.
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Mangla, Namita. "Working in a pandemic and post-pandemic period – Cultural intelligence is the key". International Journal of Cross Cultural Management 21, nr 1 (22.03.2021): 53–69. http://dx.doi.org/10.1177/14705958211002877.

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Working environment has been transformed by this pandemic into flexible work arrangements with a swift acclimatization of technology. The post-pandemic working arrangements are expected to be increasingly driven by technology as business models will also evolve to adopt these changes. Virtual working arrangements bring several challenges like reduced trust, disrupted communication, limited collaboration, lack of role clarity and lowered team performance. The research suggests that the future of work is going to be more dynamic and virtual. The normal physical work arrangements that were in place before the pandemic will evolve to include multiple models. Therefore, the challenges and problems associated with virtual working needs to be addressed along with the increasing adoption. Cultural intelligence helps in fostering ‘trust and understanding’ even among virtual teams. The study surveyed people working virtually during this pandemic and analysed, if cultural intelligence and its dimensions i.e. cognitive, metacognitive, motivational and behavioural have effect on the challenges faced by the virtual teams. It is observed that the behavioural cultural intelligence predicts virtual team effectiveness and address the challenges faced by virtual teams.
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Zhang, Xiaolong, i George W. Furnas. "mCVEs: Using Cross-Scale Collaboration to Support User Interaction with Multiscale Structures". Presence: Teleoperators and Virtual Environments 14, nr 1 (luty 2005): 31–46. http://dx.doi.org/10.1162/1054746053890288.

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In this paper, a new type of interaction environment, the multiscale collaborative virtual environment (mCVE), is proposed to support multiple users working together at different scale levels. This paper introduces the concept of multiscale collaboration in the context of 3D virtual environments and describes the benefits of multiscale collaboration for understanding and managing large structures that present important features at different scale levels. After a discussion on the design and implementation of multiscale tools to support the visualization of structures, cross-scale information sharing, and cross-scale action, the paper presents an experimental study showing that cross-scale collaboration can improve user performance.
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Amari, Haruo, Takeshi Myoi, Hideki Koike, Michitaka Hirose i Takemochi Ishii. "Design and Analysis of Control Software in Virtual Reality Environment". Journal of Robotics and Mechatronics 4, nr 1 (20.02.1992): 20–24. http://dx.doi.org/10.20965/jrm.1992.p0020.

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This paper introduces a new method for the design & analysis of control software. We constructed a software designing environment utilizing virtual reality. It includes a human-machine interface for interactive operation, sound effects and wide range stereo optics working space for representation of huge numbers of nodes and complex information flows. In this paper, configuration of the environment, the method of design, analysis and software representation, and efficiency of this method are described.
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Dixon, Nancy. "Learning together and working apart: routines for organizational learning in virtual teams". Learning Organization 24, nr 3 (10.04.2017): 138–49. http://dx.doi.org/10.1108/tlo-12-2016-0101.

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Purpose Research suggests that teaming routines facilitate learning in teams. This paper identifies and details how specific teaming routines, implemented in a virtual team, support its continual learning. The study’s focus was to generate authentic and descriptive accounts of the interviewees’ experiences with virtual teaming routines. Design/methodology/approach This case study gathered concrete, practical and context-dependent knowledge about virtual teaming routines in a specific environment. The main source of data was narrative expert interviews with working members of the team. Findings This study illustrates how a mix of face-to-face and virtual routines can ensure organizational learning in virtual teams. Research limitations/implications This case study is limited to one virtual team in the information industry. Future research could build on this research to study virtual teams in other industries. Practical implications This research offers specific examples of teaming routines that managers of virtual teams might adapt in managing their own teams. Social implications Given that the use of virtual teams is a growing phenomenon, understanding how to help those teams learn effectively is a critical issue. Originality/value This case study extends the research on teaming routines to virtual teams.
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Liu, Xiaoxing, Geb W. Thomas i Susan W. Cook. "The effect of pointing on spatial working memory in a 3D virtual environment". Applied Cognitive Psychology 32, nr 3 (3.04.2018): 383–89. http://dx.doi.org/10.1002/acp.3411.

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Mohammadi, Manouchehr, Roope Eskola i Aki Mikkola. "Constructing a Virtual Environment for Multibody Simulation Software Using Photogrammetry". Applied Sciences 10, nr 12 (12.06.2020): 4079. http://dx.doi.org/10.3390/app10124079.

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Real-time simulation models based on multibody system dynamics can replicate reality with high accuracy. As real-time models typically describe machines that interact with a complicated environment, it is important to have an accurate environment model in which the simulation model operates. Photogrammetry provides a set of tools that can be used to create a three-dimensional environment from planar images. A created environment and a multibody-based simulation model can be combined in a Unity environment. This paper introduces a procedure to generate an accurate spatial working environment based on an existing real environment. As a numerical example, a detailed environment model is created from a University campus area.
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Wu, Feng Qi, Jin Zhang i Wen Qing Yao. "Movable Pulley Movement Characteristic Analysis Based on Adams". Advanced Materials Research 1030-1032 (wrzesień 2014): 1210–14. http://dx.doi.org/10.4028/www.scientific.net/amr.1030-1032.1210.

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Based on the multi-body system dynamics in the ADAMS environment, a virtual prototype of crane hoisting mechanism was developed. In this model, the whole system was disassembled lifting mechanism system with flexible body dynamics model of the wire rope. The virtual running environment was established according to the actual working conditions, which is designed the lifting working process with rope-movable pulley contact. It is the key step to build hoisting mechanism dynamics model for performance analysis of system dynamics, which is the basis for the optimize design of hoisting mechanism. Virtual prototype simulation results will be applied to prototype design and evaluation, and save a lot of manpower and material resources. At the same time, the method has an advantage for dynamics analysis to simulating some dangerous movement conditions, which is hard to be replayed or simulated at the test actual working condition site. In particular, some cases cannot be recurrence in the accident handling process. Variable stiffness contact characteristics of wire rope-movable pulley of hoisting mechanism are implemented successfully through discrete multiple rigid body are applied to the wire rope in this paper , the establishment of a crane hoisting mechanism dynamic model is based on ADAMS, which realize hoisting mechanism flexible simulations, running virtual environments of hoisting mechanism is established, these results show that the model reflected the actual dynamics of hoisting mechanism, also present that some of the theoretical analysis results cannot confirm.
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Kontvainas, Rimantas, i Marina Radčenko. "Geography Teacher Approach to Using Virtual Learning Environment in Education of Geography". Pedagogika 109, nr 1 (26.03.2013): 118–26. http://dx.doi.org/10.15823/p.2013.1841.

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XX–XXI century technological breakthrough created a new ideology and philosophy of education that influenced all education system: new teaching and learning measures have created new teaching methods. Education of nowadays is associated with the use of information and communication tools. We often mentioned the words “virtual learning”, “distance learning” or “e-learning”. In general, these terms can be regarded as synonymous, because they generally mean a distance learning. Predicting the perspective of distance learning for this type of education has been established a special software that provides the proper functioning of various e-measures. This program is called open source virtual environments development software (usually just a “virtual learning environment” or in short VLE). In the period of 1996–2000 virtual learning environment has been created for distance education. In Lithuania the use of the virtual learning environment is growing. Almost all high schools have their own virtual environment. The interesting of VLE is growing and in the secondary schools. That is why it is important to find out what motivates teachers to use or not to use VLE. This article aims to analyze the geography teachers‘ attitudes towards education by using a VLE. The survey revealed that most of teachers, which are working with the VLE, indicates that virtual learning environment is useful, unlike teachers, who do not use VLE. They guess that virtual learning environment is useful only partly. Many teachers began using VLE to improve their classification and to make their traditional way of teaching more interesting. Teachers indicate that the VLE is improving learning process and its results, because teaching becomes interactive and therefore more interesting, resulting in increased motivation for learning.
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Jakubowski, Julian, i Jozef Peterka. "Design for manufacturability in virtual environment using knowledge engineering". Management and Production Engineering Review 5, nr 1 (1.03.2014): 3–10. http://dx.doi.org/10.2478/mper-2014-0001.

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Abstract Design for manufacturing (DFM) strategies help companies to develop new products that are feasible to manufacture. In the early stages of design all engineering activities are initiated in computer aided systems. When the design is finished, the process of manufacturing and production planning begins. Issues often occur at this point because two teams, designers and manufacturers, have been working separately. The resulting question is: ‘how can Knowledge Engineering (KE) be used effectively to enhance manufacturability during early design?’ Even if the most complex geometrical product can be realized using today’s technologies such as rapid prototyping it is only true in unit production. In lot and mass production where CNC machines are used, complex geometry causes a number of difficulties. So it is important to investigate the project carefully in the early design stage from the point of view of whether it will be possible to manufacture.
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33

Rincon, Jaime A., Angelo Costa, Paulo Novais, Vicente Julian i Carlos Carrascosa. "Using Emotions in Intelligent Virtual Environments: The EJaCalIVE Framework". Wireless Communications and Mobile Computing 2017 (2017): 1–9. http://dx.doi.org/10.1155/2017/9321463.

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Nowadays, there is a need to provide new applications which allow the definition and implementation of safe environments that attends to the user needs and increases their wellbeing. In this sense, this paper introduces the EJaCalIVE framework which allows the creation of emotional virtual environments that incorporate agents, eHealth related devices, human actors, and emotions projecting them virtually and managing the interaction between all the elements. In this way, the proposed framework allows the design and programming of intelligent virtual environments, as well as the simulation and detection of human emotions which can be used for the improvement of the decision-making processes of the developed entities. The paper also shows a case study that enforces the need of this framework in common environments like nursing homes or assisted living facilities. Concretely, the case study proposes the simulation of a residence for the elderly. The main goal is to have an emotion-based simulation to train an assistance robot avoiding the complexity involved in working with the real elders. The main advantage of the proposed framework is to provide a safe environment, that is, an environment where users are able to interact safely with the system.
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Cherepashkov, A. A., V. N. Voronin i A. G. Sharaukhova. "TRAINING OF CAD TARGET PERSONNEL IN THE ENVIRONMENT OF A TRAINING VIRTUAL ENTERPRISE". Izvestiya of Samara Scientific Center of the Russian Academy of Sciences 23, nr 3 (2021): 68–72. http://dx.doi.org/10.37313/1990-5378-2021-23-3-69-72.

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The article is devoted to the tasks of training process engineers working in integrated CAD systems. To develop the skills of technologists to work in a single information space, educational and research virtual enterprises (ERVP) are being developed. The composition and structure of the complex means of providing the educational and research virtual enterprise is proposed. The method of application of the ontological analysis of optimal trajectories for training specialists is described.
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Li, Jingyi, Ceenu George, Andrea Ngao, Kai Holländer, Stefan Mayer i Andreas Butz. "Rear-Seat Productivity in Virtual Reality: Investigating VR Interaction in the Confined Space of a Car". Multimodal Technologies and Interaction 5, nr 4 (26.03.2021): 15. http://dx.doi.org/10.3390/mti5040015.

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Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.
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36

Condruz-Bacescu, Monica. "E-LEARNING IN THE UNIVERSITY ENVIRONMENT". Professional Communication and Translation Studies 14 (19.01.2023): 192–99. http://dx.doi.org/10.59168/kaku6630.

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The paper focuses on the issue of e-learning in the university environment. Developments in IT have led to the emergence of new ways of working and training for students. Thus, in recent years, in order to increase the recruitment of students, the academic environment has implemented in educational offers online teaching and learning methodologies, less expensive. Distance learning has gained a special rise in the university environment, through the prism of new technologies, being approached the notions of e-learning, virtual library or virtual university. In recent years, an educational boom has been launched through Massive Online Open Courses (MOOCs), a concept that offers anyone the opportunity to study anywhere and anytime. MOOCs are essentially an online phenomenon, integrating the connectivity offered by social networking, with facilitating access to recognized experts in a field of study, as well as to collections of online resources with free access.
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37

Guest, Diana, i Jan Parker. "Considerations When Working Bioenergetically Using Videoconferencing". Clinical Journal of the International Institute for Bioenergetic Analysis 31, nr 1 (maj 2021): 39–47. http://dx.doi.org/10.30820/0743-4804-2021-31-39.

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This article describes how bioenergetic therapists have had to adjust their clinical work due to the pandemic. We discuss factors to consider when working virtually or by telephone as well as the limitations imposed by the pandemic. Specific suggestions designed to assist the therapist in connecting, tracking, and working with clients are described. Ways to adapt bioenergetic techniques are included. We offer specific examples from the authors and our colleagues about how to adapt somatic interventions to the virtual environment. Additionally, therapist self-care, including ways to reduce Zoom fatigue, is addressed.
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Akulov, Artem, Kostiantyn Zhelieznov, Oleksandr Zabolotnyi, Eugene Chabaniuk i Angela Shvets. "Training simulators for crane operators and drivers". Engineering Today, nr 00 (2023): 5. http://dx.doi.org/10.5937/engtoday2300003a.

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The article deals with the use issues of modern information technology for training purposes. In particular, use of simulation modelling to create a learning environment as close as possible to the real working environment. This helps speed up learning, make more practical, learn theoretical issues directly when mastering practical skills, and make the learning process more attractive and interesting for students. Moreover, a virtual working environment can be used for advanced training of employees, to improve their professional skills, master new technologies, train them to work on new and modernized equipment, assess their professional level, restore skills after a long break in the work and pass qualification exams. Information technologies can significantly reduce the cost of material support for training and eliminate dependence on large areas for staff training. To create an interactive virtual learning environment, modern gaming technologies, software modelling or, at least, simulation modelling of physical processes in equipment and the interaction of all components of the working environment, including the actions of the student, are used. It also allows testing employees in extreme working conditions and testing their skills when dealing with nonstandard and emergency situations, without any real danger to the health of students. The proposed solution can be used to train students and trainees, assess professional skills of those already working in the conditions of special training centers and professional retraining colleges.
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39

Chang, Ren-Jung, i Jia-Cheng Jau. "Error Measurement and Calibration in Developing Virtual-Reality-Assisted Microassembly System". International Journal of Automation Technology 9, nr 6 (5.11.2015): 619–28. http://dx.doi.org/10.20965/ijat.2015.p0619.

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The operational error of a virtual reality (VR) assisted vision-based microassembly system is measured and calibrated during the system development stage. The vision-based microassembly system was designed and its opto-mechanical model was established in a virtual environment. By measuring the errors between the representative points in the images of virtual cameras and charge-coupled device (CCD) visual systems, the errors in the virtual environment were compensated by correcting the projection matrix parameters, the view matrix parameters, the initial components position, and the deviation angle for the working stage motion. The effectiveness of the proposed VR-assisted fine calibration method was tested by performing VR calibration on the virtual system.
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40

Wu, Wen, i Chen Qiu. "Deep Learning Analysis of English Education Blended Teaching in Virtual Reality Environment". Scientific Programming 2022 (23.09.2022): 1–11. http://dx.doi.org/10.1155/2022/8218672.

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The rapid development of computer software and hardware, network technology, and various Internet platforms has brought mankind into a new era. In recent years, “virtual reality” can be regarded as a huge hot spot, whether in the field of industry, education, or research. At present, although the heat has subsided a little, the technical teams involved in various fields are also working collectively to continuously innovate. Based on the mixed teaching mode of English education, this article conducts in-depth research on deep learning and virtual reality technology, integrates deep learning and virtual reality learning environment, and builds a learning model of English education learning environment based on virtual reality. The teaching design of the course aims to fully combine the main content of deep learning with the virtual reality environment. Through experimental research, it is explored whether the learning environment based on virtual reality can promote deep learning. The relevant data of the experimental class and the control class are collected through questionnaires, starting from the four dimensions of motivation dimension, investment dimension, strategy dimension, and result dimension, and conduct a comparative analysis, and use the auxiliary interview method to understand the experience of students and teachers on virtual reality equipment and put forward relevant suggestions.
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SHKARBAN, Inna. "TEAM WORKING IN FOREIGN LANGUAGE LEARNING THROUGH A CHALLENGE-BASED VIRTUAL HIGHER EDUCATION ENVIRONMENT". Humanities science current issues 4, nr 31 (15.10.2020): 256–61. http://dx.doi.org/10.24919/2308-4863.4/31.214405.

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Jahangir Moshayedi, Ata, KM Shibly Reza, Amir Sohail Khan i Abdullah Nawaz. "Integrating Virtual Reality and Robotic Operation System (ROS) for AGV Navigation". EAI Endorsed Transactions on AI and Robotics 2, nr 1 (21.04.2023): e3. http://dx.doi.org/10.4108/airo.v2i1.3181.

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The use of AGVs (Automated Guided Vehicles) is rapidly expanding in various applications and industries, meeting the growing demand for automated material handling systems. However, AGV control and navigation remain a challenge. To address this issue, robotics simulators such as ROS (Robot Operating System) have become widely used, reducing the cost and time of checking robot performance. Furthermore, the integration of virtual reality technology into the robotics field has facilitated the study of various robot behaviors in realistic environments, replicating the robot’s real-life size and dimensions. In this study, the TurtleBot2i and RAZBOT AGV robot platforms were integrated into the 3D Unity environment and controlled using ROS. Using Unity as a simulator for the robot’s working environment offers several benefits, including high-quality graphics and a detailed examination of the robot’s behavior. The results of the study demonstrate the accurate simulation and control of the AGV platforms in both ROS and Unity environments.
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43

Lu, Shulan, Terry G. Rawlinson i Derek Harter. "Embodiment in Virtual Environments: The Role of Working Memory in Experiencing Presence as Revealed via Eye Tracking". Journal of Cognitive Education and Psychology 18, nr 2 (1.10.2019): 223–43. http://dx.doi.org/10.1891/1945-8959.18.2.223.

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Working memory capacity (WMC) is critical in maintaining goal-directed behavior and in inhibiting task irrelevant or conflicting thoughts. Using eye tracking data, the current study developed measures to investigate users' experiences of presence. We investigated the cognitive processing mechanisms of feelings of presence by examining how users of varying WMC coordinate their attention between their actions in using external controllers for computer mediated environments, and the actions produced by their avatars in virtual environments. To rule out the possibility of participants acting out of social pressure, a well-practiced everyday task with minimal social component was used. Participants performed vegetable cutting tasks in a desktop virtual environment by controlling an avatar's arm, with no pressure (Experiment 1) versus while pressured to improve the evenness of their cuts (Experiment 2). The results showed that high WMC participants experienced higher degrees of presence, as indicated by the attention allocated to the avatar's hand and to task planning. Under performance pressure, low WMC participants became more immersed in the tasks. The mechanisms of adaptive and personalized presence in virtual world simulation training environments are discussed in light of our findings on the effects of pressure and individual differences of WMC in experiencing presence.
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44

Pfeiffer, Michelle, Dirk Eller i Cyril Carré. "Toward a virtual research environment for the spatial humanities: heiMAP". Digital Scholarship in the Humanities 35, nr 2 (25.05.2019): 429–40. http://dx.doi.org/10.1093/llc/fqz032.

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Abstract This article describes the context and design of heiMAP, a virtual research environment (VRE) currently under development at Heidelberg University. heiMAP is aimed at users from a wide spectrum of disciplines within the Humanities, allowing them to collaborate and share data using space as their common frame of reference by way of a collaborative web platform. We first set out the challenges that spatial research in the Humanities poses for such a working platform, including but not limited to reflecting the often heterogeneous and imperfect nature of Humanities data in a Geographic Information System (GIS). Next, we give an overview of some existing VREs and detail where heiMAP fits into this context and show what makes it a worthwhile addition to the existing research landscape. Finally, we revisit the initially outlined challenges and showcase heiMAP’s approaches to address them.
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45

Fu, Lin, Chang Long Du i Kui Dong Gao. "Dynamical Simulation Model of Auger Miner's Working Mechanism Based on Virtual Prototyping Technology". Advanced Materials Research 338 (wrzesień 2011): 199–204. http://dx.doi.org/10.4028/www.scientific.net/amr.338.199.

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In order to do research on dynamic characteristics of auger miner’s working mechanism, three-dimensional entity model was built by software Pro/E, some components of working mechanism were made flexible and corresponding Modal Neutral Files were created by software ANSYS. Through the date exchange among Pro/E, ANSYS and ADAMS, dynamical simulation model of working mechanism was built in ADAMS environment. ADAMS/vibration, a plugin in ADAMS, can solve the dynamical simulation model and obtain dynamic characteristics of working mechanism. The establishment of the model can lay the foundation for the research on dynamic characteristics of working mechanism. The resolved results of the model can provide reference for structural design and performance improvements of working mechanism.
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46

Vincze, Miklos, Bela Molnar i Miklos Kozlovszky. "3D Visualization in Digital Medicine Using XR Technology". Future Internet 15, nr 9 (22.08.2023): 284. http://dx.doi.org/10.3390/fi15090284.

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Nowadays, virtual reality is a new and rapidly developing technology that provides the opportunity for a new, more immersive form of data visualization. Evaluating digitized pathological serial sections and establishing the appropriate diagnosis is one of the key task of the pathologist in the daily work. The type of tools used by pathologists in the evaluation of samples has not changed much in recent decades. On the other hand, the amount of information required to establish an accurate diagnosis has been significantly increased. Nowadays, pathologists are working with the help of multiple high-resolution desktop monitors. Instead of the large screens, the use of virtual reality can serve as an alternative solution, which provides virtualized working space for pathologists during routine sample evaluation. In our research, we defined a new immersive working environment for pathologists. In our proposed solution we visualize several type of digitized medical image data with the corresponding meta data in 3D, and we also defined virtualized functions that support the evaluation process. The main aim of this paper is to present the new possibilities provided by 3D visualization and virtual reality in digital pathology. The paper presents a new virtual reality-based examination environment, as well as software functionalities that are essential for 3D pathological tissue evaluation.
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47

Nikitenko, Mikhail, Sergey Kizilov, Irina Tarasova, Alla Ignatova i Elena Natura. "Development of 3D workspace and methodology for assessing operator’s functional state during the work in virtual environment". E3S Web of Conferences 330 (2021): 03006. http://dx.doi.org/10.1051/e3sconf/202133003006.

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The article presents the current results of a research project aimed at developing software and hardware solutions that optimize an operation of dispatch services based on immersive technologies. The results of the virtual operator’s office creation for the subsequent program-protocol communication of the displayed information with the data sources of the dispatching object are presented. The virtual workspace is implemented in the form of large-scale objects, textures, lighting, etc. “animated” in virtual reality glasses. The results of the initial approbation of the methodology for assessing the psychophysiological state of operators during virtualization of the working information space are also presented in framework of multistage studies of effects of virtual reality on the user.
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48

Yue, Yong Xian, Zhong Xiang Zhu i Rui Juan Chi. "Study on Rice Transplanter Experiment Based on Virtual Reality". Applied Mechanics and Materials 336-338 (lipiec 2013): 1356–60. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1356.

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Similar to other machinery products, numerous analysis and tests would consume large amount of manpower and resources before paddy machinery putting into the mass markets. A method to establish the Virtual Proving Ground (VPG) for paddy machinery is proposed. Parameters stored with model nodes are obtained by collision detection between machine and scene. Motion equations of transplanting mechanism are derived with some simple transformations referring to a rice transplanter. Then working process simulation of the rice transplanter in virtual reality environment is realized by calling functions encapsulated in Vega Prime in a VC++ environment. Moreover some solutions for researching virtual testing are proposed.
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49

Milovanović, Bojan Morić, Tomislav Krišto i Stjepan Srhoj. "Methodology Proposal for Increasing Swift Trust within Virtual Teams in the Inception Phase of a Project Life-Cycle: Project Manager’s Perspective". Acta Economica Et Turistica 1, nr 1-2 (1.12.2015): 95–109. http://dx.doi.org/10.1515/aet-2015-0007.

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AbstractThis paper proposes team building methodology for project managers in virtual teams as means to develop swift trust between new team members in the inception phase of the project life cycle. Proposed methodology encompasses activities within the first three days after the team formation and proposes the measuring tools for monitoring and managing trust development within the project team. Aim of this paper is to provide new insights to various decision makers potentially interested in increasing the performance of project teams operating in virtual environment, such as: investors, business owners and project managers working in virtual environment.
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50

Pian, Jin Xiang, Zhen Wang, Mei Ju Liu i Jie Jia Li. "Virtual Experiment Platform for Laminar Cooling Process". Applied Mechanics and Materials 380-384 (sierpień 2013): 656–59. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.656.

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The laminar cooling process has complex features, such as nonlinear, time-varying parameters, frequent changes of working conditions, and its difficult to achieve precise modeling and the traditional closed-loop control. A multi-layer virtual experiment platform with hybrid programming of configuration is proposed in the paper. Not only does this platform keep the environment similar to the industrial field, but also saves money on purchasing the hardware system.
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